/Engine/Source/Runtime/Core/Public/Math/UnrealMathUtility.h
Compute intersection point and direction of line joining two planes. Return 1 if valid, 0 if infinite.
template<typename FReal> static bool IntersectPlanes2 ( [UE::Math::TVector](API\Runtime\Core\Math\TVector)< FReal > & I, [UE::Math::TVector](API\Runtime\Core\Math\TVector)< FReal > & D, const [UE::Math::TPlane](API\Runtime\Core\Math\TPlane)< FReal > & P1, const [UE::Math::TPlane](API\Runtime\Core\Math\TPlane)< FReal > & P2 )